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fat_lurch

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About fat_lurch

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  1. fat_lurch

    Turret Enhanced

    Update 2020-09-04: Changed - Increased UI draw rate in attempt to reduce "flicker" for some users Changed - Re-ordered scroll actions
  2. fat_lurch

    SOF UNITS ADDONS by massi

    Massi, I apologize if I missed it, I'm looking for your terms of use. Specifically, I'd like to retexture one of the USSOC Lite helmets with a friend's callsign for use in a private group - is this OK with you? Thanks!
  3. fat_lurch

    Turret Enhanced

    Update 2020-08-30: Added - Change Loiter Radius command for UAVs Added - Blacklist for RHS UH-60s
  4. fat_lurch

    Turret Enhanced

    Update 2020-08-30: Added - Support for vehicles with multiple turrets (e.g. V-44, USAF AC-130U) Added - Weapon Status report for UAVs Added - VMS (Vehicle Management System) Reset for UAVs Changed - Prompts now use systemChat instead of hint commands Changed - Change Altitude command visible for UAVs only now Changed - General code cleanup & pruning
  5. fat_lurch

    Turret Enhanced

    Update 2020-08-29: Added - GUI blacklist for the upcoming USAF AC-130U
  6. fat_lurch

    Turret Enhanced

    Update 2020-08-28: Added - Simple blacklist for USAF_MQ9 Fixed - Bug preventing GUI from displaying Fixed - Key issue (At least I hope...)
  7. fat_lurch

    Turret Enhanced

    Update 2020-08-26: Added - Change altitude command
  8. fat_lurch

    Turret Enhanced

    Not yet but I plan on adding it soon to help with compatability with the USAF MQ-9 and pending AC-130.
  9. fat_lurch

    Ammocan

    This addon modifies supported vehicles to use ammocan objects that can be loaded into a vehicle inventory. Players are able to manipulate these ammocans directly so extra ammocans can be added to the vehicle in the field. Steam Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2162698437 YouTube Demonstration: This is designed to work in SP, MP and Dedicated with human and AI vehicle crews and gunners. This is a Beta release. More features are planned and more vehicles and their vehicle turrets will be supported. Please note that static turrets are not currently supported, due to their lack of inventory. Please note: I can incorporate any vehicle into my mod without REQUIRING that addon as a dependency - I just use classnames. With this in mind, I'd like to incorporate as many reasonable additions as possible, so keep 'em coming! ***For best results, use with the Vehicle Loadout mod, to save vehicle profiles with additional ammo! https://steamcommunity.com/sharedfiles/filedetails/?id=2161671937 Supported Vehicles: All BLUFOR Vanilla BI Ground Vehicles and Boats with turrets All BLUFOR RHS Ground Vehicles with Turrets (M2 and Mk19) Features: Support for SP, MP and Dedicated Ability to Load/Unload Turret Ammunition to/from ground vehicles Tested & compatible with ALiVE and Zeus spawned vehicles Support for (eventual) addon vehicles without mod dependency Should be compatible with Liberation, Antistasi, etc. (Would love testing feedback) Custom ammocan models Setup: Supported Vehicles are automatically ready to receive additional ammunition without additional setup. "Vanilla" ammo in vehicles is autmoatically converted into ammocans and placed into the vehicle's inventory Simply select a compatable Ammocan from a virtual arsenal or container and drop it into the inventory of the vehicle that you want to load. Ammocan Resupply Procedure: From anywhere you can access the inventory of a compatable vehicle > From your inventory, deposit the desired number of Ammocans into the vehicle inventory > Close inventory. Weapons *should* automatically reload The ammocans will show up in virtual aresenals with a prefix of "ammocan". Reloading Procedure: Supported Vehicle Turrets will have one box of ammunition loaded at a time. All additional boxes of ammunitionn are removed from the turret and added to the vehicle inventory as ammocans on initialization. When the loaded box of ammo reaches 1 round remaining, AmmoCan will load a box from your vehicle inventory into the turret, and reloading of the turet will happen as normal. While you can carry additional ammo on your personal inventory, AmmoCan will only load a new box from the vehicle inventory. Tips: This mod does not address the current lack of manual reloads for vehicle turrets. However, you can greatly increase the operational capacity of your vehicle turrets, so you can feel less bad about emptying the box to top off. Limitations: Right now all ammo is stored into a .50 cal style (M2A1) ammocan. I'll be creating appropriate models for other ammocan types in the future. Currently, only US vehicles are supported. I'll be adding support for non-US vehicle in the future. At spawn, supported vehicles will initiate a reload Vehicles with multiple ammo types per weapon (e.g. RHS Mk19s by default) may have random ammo type loaded into the turret. The best workaround at this time is to carry only one ammo type for a given turret. The AI can take advantage of additional ammo cans inside their vehicles; however will be unable to add more ammo on their own. You can use the Zeus interface or manually add more ammo for them as needed. Currently, due to their lack of inventory, static turrets are not supported, and cannot be reloaded with AmmoCans Planned Updates: No reload at spawn No random ammo type loads Support for appropriate additional addon vehicles Support for static turret varients of vehicle weapons Usage Restrictions: The GNU General Public License v3.0: https://www.gnu.org/licenses/gpl-3.0.en.html I know folks are going to dePBO this, so the GPL license just basically asks that you mention me on any work based on this. I will be making my Github for this public once the addon is a bit more mature. Anyone may add the raw PBOs for this mod into their own addons, etc. How to help add additional ammo/vehicle support: I need documentation, images, examples, etc. of other ammocan types. Alternatively, if anoyone wants to help model other ammocan types, I'd love the help. Acknowledgments and Thanks: Roqarr
  10. This addon adds the capability to manage the inventory of vehicles using profiled loadouts when the vehicle is near a BI or ACE arsenal, similar to the BI or ACE Arsenal Loadouts This system is intended to allow anyone to develop and save a custom vehicle loadout without having to write scripts and record item classnames. Simply configure a vehicle inventory as you like, save the loadout as a profile and load it into any vehicle near an ACE or BI virtual arsenal. This is designed to work in SP, MP and Dedicated with human and AI vehicles. This is a Beta release. Steam Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2161671937 YouTube Demo: ***For best results, use with the AmmoCan mod, to save vehicle profiles with additional ammo! Supported Vehicles: All mobile Vehicles are Supported by Default (Static Turrets are not supported at this time) Features: Support for SP, MP and Dedicated Ability to clear existing inventory from a vehicle Ability to save and load inventory profiles for later use, or for quickly preparing for the mission at hand Tested & compatible with ALiVE and Zeus spawned vehicles Should be compatible with Liberation, Antistasi, etc. (Would love testing feedback) Setup: The vehicle must be near a BI or ACE arsenal and not moving - at that point the vehicle will have a scroll action to allow saving and loading. Non-armored vehicles must be within 30 meters Armored vehicles must be within 50 meters Aircraft must be within 200 meters Ships must be within 300 meters Vehicles are automatically ready to have profiles saved and loaded. Simply fill a vehicle inventory to the desired specifications, and save the loadout. It can be loaded again into a vehicle for later use. Loadouts are not vehicle specific, however it is recommended to make separate loadouts for vehicles with different carrying capacities, as to avoid truncating your inventory. Vehicle Loadout Procedure: From anywhere you can access the inventory of a compatible vehicle, which has been parked nearby an BI or Ace Arsenal > From your inventory, deposit desired items into the vehicle > While near an BI or Ace arsenal, save the loadout via scroll interaction > Load the profile as needed. Tips: Like the BI and Ace Arsenals, this mod does not 'add' items to the vehicle inventory, rather it sets the inventory to a given profile. When loading vehicles, be sure to load a profile as needed before adding any additional items. The saves are associated with your ARMA 3 profile - if you change profiles, you won't see your saves. Limitations: The system does not track which addons you are using. If you make a save for items that aren't available they will be skipped (I think...feedback welcome) Overwriting save profiles is not yet implemented Vehicle Loadouts are not Vehicle Unique, so inventories that are too large for the vehicle you're trying to load won't work. Does not preserve ACE Cargo spaces. Any item in ACE Cargo will still need to be managed by hand. Planned Updates: ACE Cargo compatibility Ability to overwrite existing save profiles Additional inventory realism features Static turret support Usage Restrictions: The GNU General Public License v3.0: https://www.gnu.org/licenses/gpl-3.0.en.html I know folks are going to dePBO this, so the GPL license just basically asks that you mention me on any work based on this. I will be making my Github for this public once the addon is a bit more mature. Anyone may add the raw PBOs for this mod into their own addons, etc. Acknowledgments and Thanks: Roqarr
  11. fat_lurch

    Turret Enhanced

    Thanks for the feedback brad191. I've attempted a few different ways of attaching a laser to the turret but I haven't had any luck yet. I've gone as far as literally attaching a rifle to the turret and trying to turn its laser on in desperation. I think A3TI can illuminate an area, but I don't know if the laser beam itself is visible.
  12. fat_lurch

    hiddenSelection textures help

    Thanks much.
  13. fat_lurch

    RHS Escalation (AFRF and USAF)

    I cannot say enough nice things about the scope and quality of content you folks are putting out. It really makes ARMA 3 playable. Thank you so much for your time and effort!
  14. Hello all, I've added a hiddenSelection to an ammocan model I've put together so that I can add markings to the can. Something I wasn't expecting: the hiddenSelection texture I apply has to be laid out in the same UV space as the original texture for the can. I had been hoping to use a smaller, transparent texture that I was hoping would fill the entire area of the hiddenSelection. This would be like the patch image in a squad.xml image filling the entire patch area on a vehicle or uniform. Is there a way to set this up in the context of my model? Image for reference: I was hoping the yellow text could be a smaller texture with transparency that would fill the entire "side" of the ammocan where I have the hiddenSelection setup. https://imgur.com/a/xZEd81E Thanks in advance!
  15. fat_lurch

    Texture problems

    @WPK-ArmedVeteran If there are any spelling errors in the rvmat themselves they'll fail "quietly" - nothing shows up in the logs. Just a thought. Also, something that helped me: in object Builder there is a tree'd view on the left side that details which materials, etc. are needed. If any of them show up with a yellow dot then they're not found
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